• 4

    posted a message on Legendary Tier List & Crafting Guide

    Warning! Since Blizzard has confirmed that they will be announcing balance changes at the end of this month, it would be unwise to craft anything unless you plan on getting immediate value from it and will not be upset if a synergy card is nerfed.

    Although Blizzard has a good track record of giving full dust value to cards that are directly nerfed, indirectly nerfed cards receive no such benefit. For instance, in the 10.2 patch (January 2018), both Raza the Chained and Patches the Pirate were directly nerfed and full crafting dust value was given when disenchanting them. However, the nerf to Raza was also an indirect nerf to Kazakus, Shadowreaper Anduin, and Prophet Velen. All of these are still good cards, and can be used in other archetypes, but it should still be considered.

    Similarly to Raza, when Patches was nerfed, it was an indirect nerf to Prince Keleseth (still good and seeing play in spiteful druid) and Southsea Captain (an evergreen card now seeing poor play and win rates). While it is very likely that the meta rotating Patches out would also have brought Southsea Captian down, people who crafted it anytime before late January could feel upset.

    Little knowledge is known for what cards will be changed. All we do have at this point is an unofficial statement by IksarHS on reddit saying that cards that are being discussed for nerfs are Naga Sea Witch for wild and "Sunkeeper, Call to Arms, Baku Paladin Hero Power, Spiteful, Lackey, Gul’dan, Dark Pact, Librarian, Quest Rogue, and Doomguard." in standard.

    Now for some speculation.

    Iksar mentioned 3 specific legendaries in the form of Sunkeeper Tarim, Baku the Mooneater, and Bloodreaver Gul'dan. He also mentioned "Quest Rogue" which likely refers to The Caverns Below. Any changed card will likely be eligible for full dust refund. However...

    There are many legendaries that were not specifically mentioned, but would be indirectly nerfed by changes. Spiritsinger Umbra and Prince Taldaram, and Skull of the Man'ari all take a hit once cubelock is nerfed. Lord Godfrey and Rin the First Disciple also take a hit because control warlock will likely take a hit as well.

    Spiteful Summoner being nerfed is a big hit to Prince Keleseth and lesser of a hit to other common legendaries in spiteful decks like Leeroy Jenkins, The Lich King, Malfurion the Pestilent and Chameleos.

    Sunkeeper Tarim and Call to Arms is a hit to any popular paladin card. Tirion Fordring, Val'anyr and The Glass Knight being the likely ones to lose value.

    Nerfing the "Quest Rogue" archetype hits The Caverns Below (if not being directly nerfed again), Sonya Shadowdancer, Valeera the Hollow, and Zola the Gorgon.

    I hope this helps people in their crafting decisions!

    Posted in: Card Discussion
  • 9

    posted a message on Sack of Gnomes

    4 mana summon way too much damage. This is a treasure that the player can get in Monster Hunt as well as a card that is used by Gnomenapper.

    There are 50 collectible gnome minion cards as of Witchwood, keep in mind that all gnomes from wild can be summoned as well. Like other summoning effects, battlecries are not processed. I have not seen any mechanognomes summoned from this, but that may just be my low sample size.

    Notable gnomes

    • Rin, the First Disciple - She is powerful mainly due to her taunt than her deathrattle
    • Mekgineer Thermaplug - A 9/7 that has an aura effect of generating leper gnomes! INFINITE VALUE!
    • Toshley - Decent stats and a spare part on death isn't that bad
    • Wee Spellstopper - Protect your better minions from dastardly hero powers!
    • Chillblade Champion - Who doesn't like instant 3 healing? (and also possible trading too)
    • Knife Juggler - come now, you are already well familiar with the powerful juggalo
    • Patient Assassin - stealth and poison for trading against whatever powerful minion you like (as long as they don't have AoE)

    There are 9 1-attack gnomes, 13 2-attack, 15 3-attack, 5 4-attack, 5 5-attack, 1 6-attack, 1 7-attack, and 1 9-attack gnomes for an average of 2.94 attack. There are 9 1-health gnomes, 13 2-health, 9 3-health, 10 4-health, 3 5-health, 4 6-health, and 2 7-health gnomes for an average of 3.1 health. So the average summoned gnome will have 2.94 attack and 3.1 health or basically be a 3/3.

    There are 3 gnomes with taunt, 2 with charge, 2 with stealth, 2 with spell damage +1, 2 with C'thun synergy (can you get C'thun in a random bucket?), 2 with conditional +2 attack (bringing the 2.94 average practically to 3), 1 with poison, 1 with lifesteal (yay), 1 that hurts you (boo), 1 that makes your spells 1 mana cheaper (yay), 1 that makes your opponent's spells 1 mana more expensive (also yay), 1 that makes your minions cheaper, 1 that juggles knives :) , 1 that protects your other minions, 1 that heals you if you have a secret (hello tracker synergy), and 9 deathrattle gnomes with all useful effects.

    While it is a pickable treasure, many players will first encounter this card when fighting against Gnomenapper. His hero power of "stuffing a minion into a sack" when he has a full board essentially becomes a 2 mana Assassinate so good luck fighting back after he plays this. This is such a poorly designed encounter that it would be funny if it wasn't so damn frustrating. BTW, he summoned Rin the first time I fought him. I could not get past her so it was game over two turns later.

    Posted in: Sack of Gnomes
  • 7

    posted a message on Hearthside Chat: Monster Hunt - Releases at 10 AM PDT on April 26

    I can't wait to beat up on Duskfallen Aviana as punishment for getting her as my first witchwood legendary.

    Posted in: News
  • 2

    posted a message on Dean Ayala on Shudderwock: Revisiting the Topic Early Next Week

    The moment that a player presses that Concede button, the match is over. ALL animations should stop and the game ends. This applies to everything, not just Shudderwock. Currently it is better to Quit Game than to Concede as at least then you don't have to watch several minutes of you dying while a lizard yells at you.

    If you're enraging players enough to quit the game, they may just not start it back up again.

    That being said, Shudderwock *is* the problem, not Grumble. Shudderwock limits all future battlecry *card* design space. Think about that for a moment. Shudderwock existing limits the ability to make any powerful battlecry for shaman or neutral cards in the future. Yes it's mostly minions, but hero cards and weapons have battlecries too.

    If you made Shudderwock so that it cast random battlecries played this game, but only up to a certain amount (somewhere between 3 to 5 or so) then it would be fine. The animation wouldn't be that annoying, and there would be no infinite battlecries.

    Posted in: News
  • 1

    posted a message on Legendary Tier List & Crafting Guide

    Here are my suggestions (based not only on the current meta but future potential). Feel free to ignore them. :)

    Skull of the Man'ari - Move from tier 1 to tier 2. This card does define cubelock and will always be useful but it really isn't an auto-include in any other type of deck. Also since its effect happens at beginning of turn it can be pricey when the meta has any decent amount of weapon tech. It certainly isn't a staple.

    Rhok'delar - Move from tier 2 to tier 4. Oh boy I'm probably going to get hate on this especially while spell hunter is currently hot. Yes you should still include it in spell hunter decks, but it's nowhere near as powerful as the minions that are actually making this deck hot; Barnes and Whysharjay... and they are moving to the wild only pool where spell hunter may not have the oomph to stand against other cheatier decks. I'd also like to point out that if you sort spell hunter decks by winrate on horseplay.net, the top two decks don't include it currently.

    Cairne Bloodhoof - This is fine at tier 3 but you used the word effect when you meant to use affect and it really makes me grind my teeth. Please change it... unless of course that you did it just to mess with people like me, in which case, well played. Please note that I would never ever do this. :)

    Prince Valanar - Move from tier 4 to tier 5. Sorry to anyone who likes this card but when you replace it with Saronite Chain Gang and your winrate improves, you've got a big problem.

    I'd also like to make a case for moving Frost Lich Jaina back to tier 2. I'm not going to, but I'd like to.

    Posted in: Card Discussion
  • 1

    posted a message on New Neutral Minion - Nightmare Amalgam

    yes, you can't silence tribal affiliation

    Posted in: Card Discussion
  • 3

    posted a message on New Druid Spell - Witchwood Apple

     

    Quote from FortyDust >>

    Bookmarking this thread so I can necro it in the midst of the Hand Druid meta.

     
     Aren't you still waiting on the freeze shaman meta?
    Posted in: Card Discussion
  • 1

    posted a message on New Neutral Minion - Nightmare Amalgam

     

    Quote from Magitact >>

    I cannot believe they did this.  I thought they would have dipped their toes in the water at first with multi-tribal tagged minions.  I was thinking along the lines of a card that is a dragon in your hand but turns into a beast on the board.  While this does enable multi-tribe deck building, I believe they will regret printing this card.  For the next 2 years in Standard, Team 5 has limited their design space for 3 mana tribal minions.  Every 3 mana tribal minion will be measured against Amalgam and if it doesn't have the stats it better have a powerful keyword, effect, or synergies within its respective class or it will not see play.  

     
     I've thought multi-tribe minions in Hearthstone was a great idea for a while! Here are some that are already in the game and just need to be retagged!
    Posted in: Card Discussion
  • 2

    posted a message on Rotten Applebaum

     

    Quote from Vancold19 >>

    Very cool art.

    I just don't like that, as a neutral card, it seems better than Darkshire Alchemist

     
     Darkshire Alchemist's battlecry is targeted, which means that you can (and usually should) target minions to keep your board healthy. It also happens instantly so you don't have to worry about your opponent not killing a deathrattle minion first to put you outside of Fireball or Pyroblast range. Technically, you could even use DA with Auchenai Soulpriest or Embrace the Shadow for a Blazecaller deal 5 damage to target effect.
    In short, while they are very similar cards, Darkshire Alchemist should be seen as a utility minion and Rotten Applebaum as a taunt minion with benefits. :)
    Posted in: Rotten Applebaum
  • 8

    posted a message on All The Witchwood Expansion and Card Clarifications You May Have Missed

     

    Quote from alpaca417 >>

    How is zero an even number this is a travesty to anyone who maths 

     
     Wikipedia article linked in the post above! https://en.wikipedia.org/wiki/Parity_of_zero I suggest that you read it.
    Zero is an even number. It has always been an even number. I can't believe that you posted this on pi day.
    Posted in: News
  • To post a comment, please login or register a new account.